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Messages - Stefan

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3D-Tech News Around The Web / Notepad++ 5.8.4 released
« on: November 15, 2010, 05:18:00 PM »
Notepad++ v5.8.4 new features and fixed bugs (from v5.8.3):

   1. Fix memory leak problem while switching tab.
   2. Fix User Defined Language dialog docking problem under Windows 7.
   3. Fix backwards search with Asian codepage problem.
   4. Add a new capacity in context menu: the menu item and folder item can be renamed (and in whichever language).
   5. All the supported encoding charsets can be set as default in "New Document Settings".
   6. Remove Calltip restriction from plugins side.
   7. Add "-alwaysOnTop" command line argument.
   8. Fix icon display glitch in shell extension context menu.

3D-Tech News Around The Web / VLC media player 1.1.5 final
« on: November 14, 2010, 10:57:02 AM »
What's new in 1.1.5

Two and a half months after VLC 1.1.4, and after almost 50 million downloads of VLC 1.1.4, here is a minor release of VLC 1.1.5.

Introducing small features and fixing important bug and a security issue, here is VLC 1.1.5.

    * 1000 Web-shows listing integrated inside VLC's playlist, provided by
    * New Game Music Emu (GME) support
    * Windows SMB security issue - VideoLAN-SA-1006
    * Major updates in translations, and new translations in Asturian, Armenian and Modern Greek
    * Mac/Power-PC port fixed in
    * live .webm streams support
    * GPU HD decoding using Intel IGP on Windows, using DxVA2
    * Miscellaneous fixes on all Interfaces, Demuxers and Decoders modules
    * Codecs updates

The chipmunk shows you how to enable GPU acceleration  ;D

NVIDIA shook the high-end PC hardware industry earlier this month with the surprise launch of its GeForce GTX 580 graphics card, which extended the lead for single-GPU performance NVIDIA has been holding. It also managed to come up with some great performance per Watt improvements over the previous generation. The reference design board, however, made use of a clock speed throttling logic which reduced clock speeds when an extremely demanding 3D application such as Furmark or OCCT is run. While this is a novel way to protect components saving consumers from potentially permanent damage to the hardware, it does come as a gripe to expert users, enthusiasts and overclockers, who know what they're doing.

GPU-Z developer and our boss W1zzard has devised a way to make disabling this protection accessible to everyone (who knows what he's dealing with), and came up with a nifty new feature for GPU-Z, our popular GPU diagnostics and monitoring utility, that can disable the speed throttling mechanism. It is a new command-line argument for GPU-Z, that's "/GTX580OCP". Start the GPU-Z executable (within Windows, using Command Prompt or shortcut), using that argument, and it will disable the clock speed throttling mechanism. For example, "X:gpuz.exe /GTX580OCP" It will stay disabled for the remainder of the session, you can close GPU-Z. It will be enabled again on the next boot.

As an obligatory caution, be sure you know what you're doing. TechPowerUp is not responsible for any damage caused to your hardware by disabling that mechanism. Running the graphics card outside of its power specifications may result in damage to the card or motherboard. We have a test build of GPU-Z (which otherwise carries the same-exact feature-set of GPU-Z 0.4.8). We also ran a power consumption test on our GeForce GTX 580 card demonstrating how disabling that logic affects power consumption.

DOWNLOAD: TechPowerUp GPU-Z GTX 580 OCP Test Build

this build is newer than the builds in the previous post today

Have you wondered how DX11 tessellation help a game look better? Check out this video to see a DX11 Tessellation On/Off comparison featuring Tom Clancy's H.A.W.X. 2 on an NVIDIA GeForce graphics card. You'll notice the incredibly detailed terrain and environments when tessellation is turned on.

3D-Tech News Around The Web / ATI Catalyst 8.791 @ MS Update
« on: November 13, 2010, 05:03:43 PM »
Attention: this driver "1011041549-8.791-101026a-107889C-ATI" does not expose OpenGL 4.1 and the profiles in UMD are older than in "Hotfix E 8.782.1"
Don't get fooled by version numbers!

Direct downloads:
Vista/7 64
Vista/7 32
XP 32
XP 64

Tune into our webinars to listen to AMD experts discuss and answer questions about data parallel computing on GPUs leveraging the OpenCL™ architecture.

Download slides:
# Introduction to Parallel and Heterogeneous Computing
# Introduction to OpenCL
# GPU Architecture Overview
# OpenCL Programming in Detail

Fix for BIOS reading on GTX 580 (11.11.2010)

Support for "GeForce GT220 with GT215 GPU" (13.11.2010) - i assume it also contains the fix from the first link

A yet newer build can be found here

3D-Tech News Around The Web / OpenGL Extensions Viewer 3.34 available
« on: November 13, 2010, 03:56:03 PM »
You can download the latest version of OpenGL Extensions Viewer here.
No changelog atm

The bug in 3.33 has been fixed, now .NET crashes rendering test in windowed mode (protected memory)

3D-Tech News Around The Web / Unity3D version 3.1
« on: November 13, 2010, 06:44:53 AM »
Download Unity3D (worked only with IE for me)

Additional Improvements & Fixes

As usual, we added a couple of improvements and fixed some things...
New Features:

    * Managed .NET DLLs can now be placed in the project folder and can contain script code, including MonoBehaviours, EditorWindows and ScriptableObjects. This allows you to move any code into a DLL, making code sharing between projects easier, and making it easier for middleware developers to create libraries without sharing the source code. This was introduced in Unity 3.0 but was not mentioned in the release notes.
    * Scripting: Added GL.InvalidateState() to flush the internal renderstate cache in Unity. This is mostly useful when writing native code plugins that access the 3D device.
    * Audio: Added AudioSettings.outputSampleRate. Returns the mixer's output rate; use this to calculate the precise hertz range returned from GetSpectrumData().


    * Editor: Fixed out of memory errors when editing very large terrains due to the Undo system.
    * Editor: Fixed "too many open files" error when reimporting a large project with many shaders on Mac OS X.
    * Editor: Some textures would not say "Texture not yet compressed" when importing with the "Compress Textures" preference turned off.
    * Editor: Fixed a bug where upgrading a Unity 2.x project with normal maps would leave some normal maps not marked as Normalmap type properly.
    * Terrain Engine: Unity 2.x Soft Vegetation tree shaders had lighting upside down :)
    * Shaders: fixed Surface Shader compilation errors with large custom output structures.
    * Shaders: wrong syntax in UnityCG.glslinc file (for GLSL shaders).
    * Graphics: fixed Projector crash in some circumstances.
    * Graphics: fixed tangent vectors not bound correctly with GLSL shaders on some GPUs.
    * Graphics: fixed dynamic batching corrupting vertex colors on Direct3D.
    * Graphics: fixed GL.TRIANGLES rendering with large triangle counts on Direct3D.
    * Graphics: fixed some hiccups when changing non-uniform scale of meshes.
    * Graphics: Fixed dynamic batching index overflow.
    * Audio: GetOutputData/GetSpectrumData API changed so it accepts an pre-allocated array instead of allocating on every call. Old API is deprecated and marked obsolete.

Unity iOS Fixes:

    * Fixed render texture support on iPad with OS 3.2.
    * Fixed video autorotation. Pinch zoom gesture now disabled during video playback.
    * Fixed stripping of GUI scrollable area.
    * Fixed OpenGL ES 1.1 cache invalidation, which was sometimes causing visual artifacts.
    * Fixed render texture memory leak.

Unity Android Improvements & Fixes:

    * Plugins folder is moved; it now uses Assets/Plugins/Android to scan for plugins.
    * Plugins now support standard Android project layout; /assets, /bin, /libs and /res will be merged with the final package.
    * Added 'update necessary' notifcation dialog for Samsung devices running pre-2.2 OS firmware.
    * License Verification Library (LVL) no longer causes a crash.
    * Added iPhoneUtils.isApplicationGenuineAvailable() to be able to determine if application integrity can be confirmed or not.
    * Ignore .meta files (with external version control) when packaging the .apk.
    * Assign DefaultImporter to platform specific plugin assets.
    * Custom manifests are now merged with the properties from the editor (like Bundle Identifier, Version and permission flags).
    * Ship UnityPlayerActivity as source code template for writing plugins with custom activity classes.
    * Added support for translucent (RGBA 8888) rendering surface.
    * com/unity3d/player/UnityPlayerActivity.currentActivity field is now found at com/unity3d/player/UnityPlayer.currentActivity.
    * iPhoneKeyboard is now displayed on top of the application; it supports the basic soft keyboard layouts (URL, Email, Phone, etc).
    * PlayMovie is now displayed on top of the application (instead of in a separate activity); fixes the screenCanDarken issue while playing movies.
    * The editor now checks for device specifications before trying to deploy in Build&Run.
    * The editor will try to locate the JDK based on information stored in the registry on Windows.
    * Fixed C# assemblies being loaded from the wrong thread; was causing crashes if external classes were loaded late at runtime.
    * Fixed render textures on OpenGL ES 2.0.

AMD messed up their download sites again. If the direct downloads: Hotfix 10.10E and CAP2 fail, visit following topics at Rage3D:

AMD Hotfix Catalyst 10.10e With MLAA For Radeon HD 5000 Series Now Available
Rage3D Exclusive - New AMD Catalyst Application Profile 10.10 #2!

This CUDA experiment maps a FULL-HD (1920x1080 @ 30 frames per second, MPEG2 compression) video source into 3D space. Each frame is processed in real-time on the GPU using CUDA. Each pixel in a frame (2.073.600 pixels per frame) is scaled by its luminance value and given the original color. The camera flight is realized with a 3D space navigator in real-time. This application is written in C# using DirectX 11, CUDA.NET and DirectShow.NET libraries. Benchmarks: GPU load is about 85% (GTX 260), GPU memory controller load 25%, CPU (i7-920) is at 20%.

For more information about this experiment visit:

Developers may download it here

Release Notes - NVIDIA PhysX SDK 2.8.4
November 12th 2010
What's New In NVIDIA PhysX 2.8.4

    * Discontinued the Training Programs.
    * Added source code of NxTetra (tet-maker) utility to source distribution.
    * Removed spin waits from sample code.
    * Added API to permit the user to specify the order in which compartments are simulated.
    * Added compression limits to cloth.
    * Cloth simulation no longer performs prediction for kinematic rigid bodies for improved interaction behavior.
    * New 'driverless' PhysXLoader for PC CPU distribution.
      In 2.8.4, application developers must ship PhysXCore.dll, PhysXCooking.dll, the cudarXX_XX_X.dll and physxdevice.dll with the application 'locally', in the directory where the .exe is located:
          o The application requests PhysXCore or PhysXCooking (v 2.8.4) from the PhysXLoader.
          o PhysXLoader searches for another DLL called 'PhysXUpdateLoader'.
          o If PhysXUpdateLoader is not found, PhysXLoader will load the local PhysXCore or PhysXCooking.
          o If PhysXUpdateLoader is found, it looks for an updated replacement for the PhysXCore or PhysXCooking dlls.
          o If PhysXUpdateLoader cannot find the specified replacement DLL, PhysXLoader will load the local PhysXCore or PhysXCooking dlls.
          o If PhysXUpdateLoader can find the replacement DLLs, these will be loaded in place of the local PhysCore or PhysXCooking dlls.
    * The net result is that the developer has more control over the game installation process, doesn't have to worry about shipping a large System Software with the game, doesn't have to worry that the player will break his System Software somehow, etc.
    * Better rotation matrix input validity checking.
    * Made Desc::isValid() more verbose.
    * CUDA errors are now reported to the debug stream.
    * Added extended scene statistics for GPU memory usage.
    * Lowered the default GPU memory heap size to 32 MB from 128 MB. You may use NxPhysicsSDKDesc::gpuHeapSize to change how much GPU memory is allocated for physics.
    * Disabled GPU acceleration by default. Clear NX_SDF_NO_HARDWARE to enable it.
    * Corrected inertia and volume computation for capsule. For the same capsule dimension and density, the mass and inertia is slightly different compared to the previous release.

Supported Devices

    * The supported devices are the same as for PhysX 2.8.1 (see below), except that the AGEIA PhysX Processor (PPU) device support was removed.


    * Enabled /arch:SSE2 compiler switch for all optimized PC builds.
    * Optimized PS3 SPU Memory Manager
    * Optimized AgPerfmon AgPerfUtils wrapper
    * Optimized cloth simulation on PS3, XBOX 360, PC CPU

Fixed Bugs

    * Debugged PS3 SPU Memory Manager
    * Fluids now collide properly when static shapes are removed or added.
    * Fixed crash bug in character controller sample.
    * Fixed a number of bugs in the HSM.
    * In the event of a CUDA error (typically a failed launch or an inadequately sized CUDA memory heap), the NxFluid will not allow the addition of any more particles.

Known Issues and Limitations

    * Please also see the previous lists from 2.8.3 and earlier.

API changes

    * Cloth
          o NxCloth::getShapePointers() no longer returns shape flags.
          o Added methods to NxCloth and members to NxClothDesc to set compression parameters.
          o NxCloth::setFlag() can no longer be used to change NX_CLF_BENDING_ORTHO, use flag in NxClothDesc instead.
    * Fluids
          o Removed NxFluidFlag::NX_FF_ENABLE_STATIC_FRICTION. Static friction is enabled by default now.
    * Added NxPhysicsSDK::resizeGpuHeap() to allow changing the GPU heap size after SDK creation. See the GPU Memory section of the User's Guide for details.
    * NxPhysicsSDKDesc::flags has NX_SDKF_NO_HARDWARE set by default.
    * Added checkValid() method to descriptors that return an error code instead of the boolean of isValid().
    * The experimental NxScene::simulateCompartments() method has been added. It gives more control over the order in which compartments get simulated.

The debut of the scalable, multicore Mali-T604 GPU raises the performance bar for visual computing in the consumer electronics space, including mobiles, tablets, DTVs and automotive infotainment. The innovative tri-pipe graphics architecture within the Mali-T604 GPU, addresses the ever-increasing computationally intensive demand inherent in next generation interactive user interfaces and gaming.

Full story here

3D-Tech News Around The Web / [Demo Scene] Kindergarden 2010
« on: November 11, 2010, 05:59:34 PM »
Check out the results at Pouet.

I liked the "Omega" 32K demo, not because of the Heavy Metal umlauts, but it reminded me of the Sardine Run somehow.

3D-Tech News Around The Web / GeForce GTX 580 SLI Tests @ 4Gamer
« on: November 11, 2010, 05:37:52 PM »
Check out 4Gamer's "benchimakus" in japanese or translated to english

3D-Tech News Around The Web / NVIDIA Vision CD v1.40 for GTX 580
« on: November 10, 2010, 04:51:13 PM »
With Release 260 drivers, the installation process for 3D Vision has changed. Please view this knowledgebase article for more information on the changes.
NVIDIA 3D Vision Release Highlights

    * WHQL Certified driver for GeForce GTX 580 GPU
    * With Release 260 drivers, the installation process for 3D Vision has changed. Please view this knowledgebase article for more information on the changes.
    * Added the following 3D Vision game profiles
          o NVIDIA Demo: Endless City

3D Vision CD for Desktop GPUs v1.40
NVIDIA 3D Vision Controller Driver

3D-Tech News Around The Web / NVIDIA Alien vs. Triangles 1.0 Demo available
« on: November 09, 2010, 09:43:36 PM »
NVIDIA "Alien vs. Triangles" Demo

You can turn a smooth, workaday alien into something fun and memorable . . .
possible through the miracle of triangles using a technique we call
multi-dimensional tessellation. You can inject the alien with either a
spikey infection or a fungal infection and watch him deform, as if by magic,
into something new.

For a livelier encounter try the laser weapon. It blasts holes through the
soft tissues of our test subject and proves once and for all, that aliens
really are like onions . . . lots of layers. You’ll see ALL the gooey layers
of an ugly alien in amazing clarity. The wonders of multi-dimensional
tessellation never cease. The future is looking bright indeed!

Recommended System:

NVIDIA GeForce GTX 500 series GPU
2.5 GHz Dual core CPU
2 GB System memory
600 MB Hard drive space
Microsoft Windows Vista or Windows 7

FMOD Sound System, copyright © Firelight Technologies Pty, Ltd., 1994-2010.

Press F5 for the extra menu!

ATI users are alienated again...

3D-Tech News Around The Web / Inferred Bokeh demo
« on: November 09, 2010, 06:26:47 PM »
This is the result of this thread on bokeh. It's a small demo featuring DOF with Bokeh, SSAO, Bloom and inferred lighting.

The bokeh effect was inspired by lost planet, the details of the implementation are in the linked thread.

You can download the executable and shaders from here. A warning if you're going to delve into the GLSL code though - it's very "proof of concept" (not at all optimal!).

If you don't have MSVC 9/2008 installed, you'll also need the Microsoft Visual C++ 2008 Redistributable.

Requires OpenGL2.1 / DirectX9.0c compatible GPU.
Older GPUs may work, but the bokeh effect probably won't show up (requires vertex texture fetch).
A multi-core CPU is recommended but not required.

Many thanks to the great developers at!

Inspite of using VTF the bokeh effect works on my ATI Cedar. I thought ATI requires R2VB  ???


3D-Tech News Around The Web / ATI Catalyst 8.790 EDG available
« on: November 09, 2010, 06:04:35 PM »
Supported devices:
;----------1010271442-8.79-101013a-107235C-EDG Direct
"ATI Mobility Radeon HD 2400" = ati2mtag_M72, PCI\VEN_1002&DEV_94C9
"ATI Mobility Radeon HD 4200 Series" = ati2mtag_RS880M, PCI\VEN_1002&DEV_9712
"ATI RADEON E2400" = ati2mtag_M72, PCI\VEN_1002&DEV_94CB
"ATI RADEON E2400 " = ati2mtag_M72, PCI\VEN_1002&DEV_94CB
"ATI RADEON E4690" = ati2mtag_M9x, PCI\VEN_1002&DEV_9491
"ATI Radeon HD 3200 Graphics" = ati2mtag_RS780M, PCI\VEN_1002&DEV_9612
"ATI Radeon HD 3200 Graphics " = ati2mtag_RS780, PCI\VEN_1002&DEV_9615
"ATI Radeon HD 5700 Series" = ati2mtag_Evergreen, PCI\VEN_1002&DEV_68B8

Download AMD Embedded GPU and Chipset Driver

This driver contains older runtimes than the hotfix 10.10D, so it can be ignored by "driver modders"

Related topic: AMD recent whitepapers regarding embedded graphics

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